;
;   CIVILIZATION GAME DATA
;   Modified for Revolutionary War scenario 1998
;   Copyright (c) 1995 by MicroProse Software
;
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
15       ; City size for first unhappiness at Chieftain level
17      ; Riot factor based on # cities (higher factor lessens the effect)
7       ; Aqueduct needed to exceed this size
15      ; Sewer System needed to exceed this size
13      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
5       ; Monarchy  pays support for all units past this
10      ; Communism pays support for all units past this
3       ; Fascism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
30      ; Fascism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; Max effective science rate in fascism (x10, so 5 = 50%)


;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  no, no, 3, 4    ; AFl
Alphabet,           5, 1,  no, no, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  no, no, 3, 0    ; Amp
Astronomy,          4, 1,  no, no, 1, 3    ; Ast
Atomic Theory,      4,-1,  no, no, 2, 3    ; Ato
Automobile,         6,-1,  no, no, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Bronze Working,     6,-1,  no, no, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  no, no, 0, 2    ; Cer
Chemistry,          5,-1,  no, no, 1, 3    ; Che
Chivalry,           4,-2,  no, no, 1, 0    ; Chi
Code of Laws,       4, 1,  no, no, 0, 2    ; CoL
Combined Arms,      5,-1,  no, no, 3, 0    ; CA
Combustion,         5,-1,  no, no, 2, 4    ; Cmb
Communism,          5, 0,  no, no, 2, 2    ; Cmn
Computers,          4, 1,  no, no,  3, 4    ; Cmp
Conscription,       7,-1,  no, no, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  no, no, 2, 1    ; Cor
Currency,           4, 1,  no, no, 0, 1    ; Cur
Democracy,          5, 1,  no, no, 2, 2    ; Dem
Economics,          4, 1,  Tra, nil, 2, 1    ; Eco
Electricity,        4, 0,  no, no, 2, 4    ; E1
Electronics,        4, 1,  no, no, 3, 4    ; E2
Engineering,        4, 0,  no, no, 0, 4    ; Eng
Environmentalism,   3, 1,  no, no, 3, 2    ; Env
Espionage,          2,-1,  no, no, 3, 0    ; Esp
Explosives,         5, 0,  no, no, 2, 4    ; Exp
Feudalism,          4,-1,  no, no, 0, 0    ; Feu
Flight,             4,-1,  no, no, 2, 4    ; Fli
Facism,             3,-2,  no, no, 2, 2    ; Fun
Fusion Power,       3, 0,  no, no, 3, 3    ; FP
Genetic Engineering,3, 2,  no, no, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no, no, 3, 0    ; Gue
Gunpowder,          8,-2,  no, no, 1, 0    ; Gun
Horseback Riding,   4,-1,  no, no, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  no, no, 1, 4    ; Inv
Iron Working,       5,-1,  no, no, 0, 4    ; Iro
Labor Union,        4,-1,  no, no, 3, 2    ; Lab
The Laser,          4, 0,  no, no,  3, 3    ; Las
Leadership,         5,-1,  no, no, 1, 0    ; Ldr
Literacy,           5, 2,  no, no, 0, 3    ; Lit
Machine Tools,      4,-2,  no, no, 2, 4    ; Too
Magnetism,          4,-1,  no, no, 1, 3    ; Mag
Map Making,         6,-1,  no, no, 0, 1    ; Map
Masonry,            4, 1,  SE, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no, no, 3, 4    ; MP
Mathematics,        4,-1,  no, no, 0, 3    ; Mat
Medicine,           4, 0,  no, no, 1, 1    ; Med
Metallurgy,         6,-2,  no, no, 1, 0    ; Met
Miniaturization,    4, 1,  no, no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no, no, 3, 0    ; Mob
Monarchy,           5, 1,  no, no, 0, 2    ; Mon
Monotheism,         5, 1,  no, no,  1, 2    ; MT
Mysticism,          4, 0,  no, no, 0, 2    ; Mys
Navigation,         6,-1,  no, no, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no, no,  3, 3    ; NF
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP
Philosophy,         6, 1,  no, no, 1, 2    ; Phi
Physics,            4,-1,  no, no, 1, 3    ; Phy
Plastics,           4, 1,  no, no, 3, 4    ; Pla
Plumbing,           4, 0,  no, no,  1, 4    ; Plu  (Cst & Pot)
Polytheism,         4, 0,  no, no, 0, 2    ; PT
Pottery,            4, 1,  no, no, 0, 1    ; Pot
Radio,              5,-1,  no, no,  3, 4    ; Rad
Railroad,           6, 0,  no, no,  2, 1    ; RR
Recycling,          2, 1,  no, no,  3, 2    ; Rec
Refining,           4, 0,  no, no, 2, 4    ; Ref
Advanced Farming,   3, 1,  SFl,  SE, 3, 1    ; Rfg
The Republic,       5, 1,  no, no, 0, 2    ; Rep
Robotics,           5,-2,  no, no, 3, 0    ; Rob
Rocketry,           6,-2,  no, no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
French Tech,        4, 1,  no, no, 0, 1    ; Sea
Civil Engineering,  4, 1,  SE,  nil, 3, 3    ; SFl
Powers,             3,-2,  Sup, Rob, 3, 0    ; Sth
Europeans,          4,-1,  Sup, nil, 2, 3    ; SE
Ship Building,      4,-1,  U3,  The, 2, 4    ; Stl
Mechanics,          4, 1,  no,   no, 3, 3    ; Sup
Natives,            6,-1,  no, no, 2, 0    ; Tac
Militarism,         3, 2,  U3,  nil, 1, 2    ; The
Diplomacy,          4, 0,  Tra, nil, 1, 3    ; ToG
Trade,              4, 2,  Sup, nil, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Trajectory,         4,-1,   U3, nil, 0, 0    ; War
Nationalism,        4,-1,  U3,  nil, 0, 4    ; Whe
American Alliance,  4, 2,  U3,  ToG, 0, 3    ; Wri
Extra Techs,        1, 0,  nil,  nil, 3, 3    ; ...
British Alliance,   6,-2,  U2,  ToG, 3, 0    ; U1
British Technology, 6,-1,  no, no,  3, 4    ; U2
American Technology,6, 0,  no, no,  3, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Seat of Gov't,            10, 0,    Mas,
Arsenal,                  4,  1,    The,
Granary,                  6,  1,    SE,
Church,                   4,  1,    SE,
MarketPlace,              8,  1,    Tra,
Library,                  8,  1,    SE,
TownHall,                 8,  1,    SE,
City Walls,               8,  0,    SE,
WaterWay,                 8,  2,    SE,
Bank,                     12, 3,    Tra,
Cathedral,                12, 3,    SFl,
University,               16, 3,    SFl,
Mass Transit,             16, 4,    no,
Theatre,                  10, 4,    SFl,
Workshop,                 20, 4,    SE,
Manufacturing Plant,      32, 6,    no,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Custom House,             16, 4,    Eco,
Public Sanitation,        12, 2,    SFl,
Grain House,               8, 3,    Rfg,
Superhighways,            20, 5,    no,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Defenses,          8, 1,    Stl,
Solar Plant,              32, 4,    no,
Docks,                    6,  1,    SE,
Offshore Platform,        16, 3,    no,
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Drydock,                  8,  3,    Stl,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                34, 0,    no,
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    no,
Hanging Gardens,          20, 0,    no,
Colossus,                 20, 0,    no,
Lighthouse,               20, 0,    no,
Great Library,            30, 0,    no,
Oracle,                   30, 0,    no,
Great Wall,               30, 0,     no,
Sun Tzu's War Academy,    30, 0,    no,
King Richard's Crusade,   40, 0,    no,
Marco Polo's Embassy,     30, 0,    no,
Michelangelo's Chapel,    30, 0,    no,
Copernicus' Observatory,  30, 0,    no,
Magellan's Expedition,    40, 0,    no,
Shakespeare's Theatre,    40, 0,    no,
Leonardo's Workshop,      40, 0,    no,
J. S. Bach's Cathedral,   40, 0,     no,
Isaac Newton's College,   40, 0,    no,
Adam Smith's Trading Co., 40, 0,    no,
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             40, 0,    no,
Revolution,               60, 0,    nil,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
United Nations,           40, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Cure for Cancer,          60, 0,    no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Mob,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Aut,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Pioneers,            Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,           no,  0,  2.,0,  0a,2d,  2h,1f,  4,0,  5,  no, 000000000000000
Warriors,            no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no, 000000000000000
Continentals,        nil, 0,  2.,0,  4a,2d,  2h,1f,  4,0,  0, Whe, 000000000000000
Hessians,            nil, 0,  1.,0,  4a,2d,  1h,2f,  6,1,  1, U1,  000000000000000
Loyalist,            nil, 0,  2.,0,  2a,2d,  1h,1f,  3,0,  0, U2, 000000000000000
British Regular,     nil, 0,  1.,0,  5a,3d,  2h,1f,  7,0,  0, U2, 000000000000000
Patriots,            nil, 0,  1.,0,  2a,2d,  1h,1f,  3,0,  0, U3, 000000000000000
Stormtroopers,       no,  0,  2.,0,  7a,5d,  2h,1f,  5,0,  0, no,  000000000000000
French Troops,       nil, 0,  1.,0,  4a,2d,  1h,2f,  6,1,  1, Wri, 000000000000000
British Cavalry,     nil, 0,  3.,0, 5a,1d, 1h,2f,   7,0,  1,  U2,  000000000000000
Continental Cavalry, nil, 0,  3.,0, 5a,2d,  1h,2f,  7,0,  1,  Whe,  000000000000000
French Cavalry,      nil, 0,  3.,0,  5a,1d,  1h,2f,  6,0,  1, Wri, 000000000000000
American Frigate,    nil, 2,  6.,0,  5a,3d,  2h,2f, 11,0,  2, Stl,  000000000000000
Gun Boat,            nil, 2,  6.,0,  1a,1d,  1h,1f,  5,3,  4, SE, 000000100000000
British Frigate,     nil, 2,  5.,0,  5a,2d,  2h,2f,  9,0,  2, U2, 000000000000000
Man'o'War,           nil,  2,  4.,0,  7a,3d,  2h,2f,  13,0, 2, Sth, 000000000000000
British Transport,   nil,  2,  6.,0,  1a,3d,  2h,1f,  12,7,  4, U2,  000000000000000
Privateer,           nil, 2,  6.,0, 4a,1d, 1h,2f,  6,0,  0,  Whe,   000000000001000
American Transport,  nil, 2,  5.,0,  1a,2d,  2h,1f,  10,5,  4, Chi, 000000000000000
American Artillery,  nil, 0,  2.,0,  6a,2d,  1h,3f,  5,0,  1, War, 000000000000000
British Artillery,   nil, 0,  1.,0,  7a,2d,  1h,3f,  6,0,  1, U2, 000000000000000
Washington,          nil, 0,  3.,0,  9a,4d,  2h,2f,  5,0,  1, Sup, 000000000000000
Native Merc.,        nil, 0,  3.,0,  3a,2d,  1h,2f,  3,0,  1, U1, 000000000000000
Cornwallis,          nil, 0,  2.,0,  8a,3d,  2h,2f,  5,0,  1, Sup, 000000000000000
Benedict Arnold,     nil, 0,  2.,0,  9a,4d,  2h,2f,  5,0,  1, Sup, 000000000000000
Lord Howe,           nil, 0,  2.,0,  7a,3d,  2h,2f,  5,0,  1, Sup, 000000000000000
Iron Shot,           nil,  1,  2.,1,  4a,1d,  1h,3f,  5,0,  3, War, 001000000000000
Mounted Militia,     nil,  0,  2.,2, 3a,2d,  1h,2f,   4,0,  1, U3, 000000000000001
Native Warrior,      nil, 0,  3.,0, 2a,1d,  1h,1f,  2,0,  0, Tac,000001000000000
Iron Shot,           nil,  1,  2.,1,  4a,1d,  1h,3f,  5,0,  3, SE, 001000000000000
French Troops,       nil, 0,  1.,0,  4a,2d,  1h,2f,  6,1,  1, Sea, 000000000000000
French Cavalry,      nil, 0,  3.,0,  5a,1d,  1h,2f,  6,0,  1, Sea, 000000000000000
Caravel,      no, 2,  3.,0,  2a,1d,  1h,1f,  4,4,  4, no, 000000000000000
Galleon,      no, 2,  4.,0,  0a,2d,  2h,1f,  4,5,  4, no, 000000000000000
Frigate,      no, 2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no, 000000000000000
Ironclad,     no, 2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no, 000000000000000
Dreadnought,  no, 2,  4.,0,  9a,9d,  4h,2f, 14,0,  2, no, 000000000000001
Cruiser,      no, 2,  5.,0,  7a,6d,  3h,2f,  8,0,  2, no, 100000000000001
AEGIS Cruiser,no, 2,  5.,0, 10a,8d,  3h,3f, 10,0,  2, no, 110000000000001
Battleship,   no, 2,  5.,0, 12a,12d, 4h,2f, 16,0,  2, no, 000000000000001
Submarine,    no, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no, 000000000001001
Carrier,      no, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no, 000000010000001
Transport,    no, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no, 000000000000000
Cruise Msl.,  no, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no, 001000000000000
ICBM,         no, 1, 40.,2,  1a,0d,  1h,1f, 24,0,  0, no, 001000000000000
Diplomat,     nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, SE, 000000000000010
Spy,          no, 0,  7.,0,  0a,0d,  1h,1f,  3,0,  6, no, 000000000000011
Merchannt,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      no, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no, 000000000000010
Fighter Bomber,  no, 1, 10.,1, 11a,3d,  2h,3f, 13,0,  0,  no, 000000000000001
Spy Plane,    no, 1,  20.,2,  0a,3d,  3h,3f, 10,0,  0, no, 100000000001001
Portable SAM Troops,no, 0,  2.,0, 2a,5d, 2h,2f, 7,0,  0, no, 010000000010000
Stlth Ftr.,   no, 1, 14.,1,  9a,4d,  3h,3f, 10,0,  3, no, 000000000010001

	
;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,



@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Imperialism,    Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fascism,        Fuehrer,     Fuehres
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 6, 0, Babylonians, Babylonian, -1, -1,  1,
Adolf Hitler, Eva Braun,           0, 3, 3, Germans,     German,      1,  0,  0,     1, Kaiser, Kaiserina, 2, Great Kaiser, Great Kaiserina, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, General, General, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Marshall, Marshall, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     1, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Generalisimo, Generalisimo
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Atawallpa,    Sacajawea,           0, 7, 0, Incas,       Inca,       -1,  1,  1,     

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













